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[1.0.4][WIP][IVA,PLUGIN] ProbeControlRoom 1.0-beta10a - IVA All the things! - NotSoShaky


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31 minutes ago, MeCripp said:

You sure your not using DynamicTextureLoader ?

Positive. I checked and rechecked my game folder and game data folder. I downloaded it once but immediately deleted it after. And I have none of the files from it. Is there a mod that sneakily put it in ?

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  • 4 weeks later...
  • 1 month later...

Does anybody know how to enable monitor screenshots that is on by default with RPM props? It's called doScreenshots, but I can't figure out where that line is supposed to be. I'm trying to do a Cassini mission, and I need to be able to take screenshots of the footage coming from the external cams to simulate an orbital camera.

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  • 2 weeks later...

Hi, OP here,

been waiting for a _stable_ 1.1.1.2..3 release :blush: 

 

I will see to get a recompile&update up soon(tm),

- maybe this week if the GUI-button stuff is a simple change

- but ive not checked at all if/what not works so no promises...

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Good to see this is being worked on. I need this for my upcoming cinematic, and I will die if I have to keep using 1.0.5 for mission control shots.

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On 04/05/2016 at 11:24 AM, Ghosty141 said:

Great to know you are updating it, I'd help with the IVA itself, placing props and stuff if you want (using ASET props for example).

It would be amazing to see ASET Props in the control room :o

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On 03/05/2016 at 2:51 PM, Tabakhase said:

Hi, OP here,

been waiting for a _stable_ 1.1.1.2..3 release :blush: 

 

I will see to get a recompile&update up soon(tm),

- maybe this week if the GUI-button stuff is a simple change

- but ive not checked at all if/what not works so no promises...

I forked it earlier to try and get it working.  https://github.com/aidygus/KSP-ProbeControlRoom 

I've got it to compile but it's giving me a few errors on the log.

[ProbeControlRoom][ProbeControlRoomPart] EventActivateProbeControlRoomPart()
 
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

[ProbeControlRoom] refreshVesselRooms() - scanning vessel: probeCoreSphere (Bug-E Buggy) (Vessel)
 
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

[ProbeControlRoom] refreshVesselRooms() - scanned vessel: probeCoreSphere (Bug-E Buggy) (Vessel) - rooms: 0 - stockIVAs: 0
 
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

[ProbeControlRoom] startIVA(Part) - Cannot instantiate ProbeControlRoom in this location - Part/ModuleNotFound
 
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

ArgumentException: [ProbeControlRoom] startIVA(Part) - Cannot instantiate ProbeControlRoom in this location - Part/ModuleNotFound
  at ProbeControlRoom.ProbeControlRoom.startIVA (.Part p) [0x00000] in <filename unknown>:0 
  at ProbeControlRoom.ProbeControlRoomPart.EventActivateProbeControlRoomPart () [0x00000] in <filename unknown>:0 
  at BaseEvent.Invoke () [0x00000] in <filename unknown>:0 
  at UIPartActionButton.OnClick () [0x00000] in <filename unknown>:0 
  at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0 
  at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 
  at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 
  at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 
  at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 
  at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 
UnityEngine.Debug:Internal_LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
 
(Filename:  Line: -1)

I'm not a .net dev so over my head, but only needed about 4 things changed to get it to compile on the current Unity dll

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  • 2 weeks later...
On 6/7/2016 at 1:04 AM, Joeybafoey said:

This has to be one of the coolest mods I've ever seen! 

It is! It so astonishingly changes the way unmanned missions play. The thrill is amazing!
Launching your first probe into orbit by the telemetry and sketchy camera images is a gigantic rush.

 

Any progress on getting this to work for 1.1.2?:)

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